La Saison 2 d'Overwatch 2 a été officiellement lancée le mardi 6 décembre 2022. A cette occasion, Blizzard a publié l'intégralité des notes de mise à jour que vous pourrez retrouver dans la suite de cet article.
Cette importante mise à jour contient un équilibrage pour les héros, mais aussi le nouveau tank du jeu Ramattra. N'oublions pas non plus la nouvelle map intitulée Monastère Shambali
Des mises à jour ont aussi été apporter au mode Compétitif. Notez d'ailleurs que Ramattra ne sera pas disponible pour ce mode pendant 2 semaines.
Ramattra storms the Season 2 Battle Pass, unlocking for free at Level 45 or immediately for the premium Battle Pass. As Overwatch’s first “tempo tank,” Ramattra can change between two forms moment to moment based on what his teammates need. With the tactical training of a lethal soldier and the discipline of a devout monk, Ramattra can be your greatest asset or your worst enemy.
Embark on a pilgrimage to our latest escort map, Shambali Monastery, where you can explore ancient temple grounds and traverse winding village streets. Follow in the footsteps of countless omnics--some who may be familiar to you--on the uphill trek to the Sanctum.
Advance through the Battle Pass and earn rewards inspired by Ancient Greece and get ready for three limited-time events: Winter Wonderland, Battle for Olympus, and Lunar New Year!
Control Game Mode
We fixed a bug regarding overtime on control maps, however, that fix led to other bugs we had to resolve. Ultimately, this led to some anticlimactic game play results that we weren’t happy with. After hearing player feedback, we've made the following change:
Whenever a point is captured on Control, the team losing control of the point counts as having contested the point for the purposes of Overtime even if they were not present.
Season 2 competitive play begins now! Here are some updates we’re introducing to competitive:
There are new, temporary Competitive title rewards for name cards based on your end of season rank
You can only earn these titles at the end of the current Competitive season and can only use them in the season following
Heroes that aren’t eligible for competitive play will have a lock icon in the Hero Gallery
Implemented a group of matchmaking enhancements to improve match quality
Minor polish improvements to the competitive play UI flow
New hero, Ramattra, won’t be available in competitive for 2 weeks
Damage Role Passive
Developer comments: We've decided to remove increased movement speed from the Damage role passive and, in turn, make the reload speed more significant. While the additional movement speed was a helpful indicator that the passive was active, we saw change in speed negatively affecting the ability to aim precisely.
TANK
Ramattra
Void Accelerator (Omnic Form)
Nemesis Form
Pummel (Nemesis Form)
Ravenous Vortex
Annihilation
Doomfist
Developer comments: There are several changes here for Doomfist with the intent to increase his presence as a disruptive brawler-style tank. The buff to his passive ability will help him stay in the fight longer, especially when he’s hitting multiple enemies with his abilities.
The changes to Power Block and Meteor Strike are intended to increase the availability of Empowered Rocket Punch, which enables him to more easily disrupt enemies and impact multiple targets. Due to gaining Empowered Rocket Punch more consistently, the stun duration and size are slightly decreased to reduce some of the frustration in playing against it.
For Rocket Punch we’re shifting some of its damage away from requiring wall impacts so that it's broadly more useful regardless of where fights are taken.
Rocket Punch
Power Block
The Best Defense...
Junker Queen
Developer comments: Commanding Shout is Junker Queen's primary tanking ability and utility, but the additional survivability it granted her team proved to be too powerful and needed to be tuned back significantly in a previous patch. We're looking to shift more of that survivability into Junker Queen herself by increasing the amount her passive ability heals through dealing damage with wounds.
Rampage
Commanding Shout
Adrenaline Rush
DAMAGE
Bastion
Developer comments: The intent for Bastion's ultimate is that enemy players can survive it if they are quick to react to the damaging impact areas, however, it ended up being too easy to avoid the damage areas entirely. We’re reducing both the amount of warning time and explosion damage so that it’s more reliable in dealing damage, but it won't be as lethal the closer the target gets to the edge of the explosion range.
Configuration Artillery
Reconfigure
Sojourn
Developer comments: Sojourn is performing well at the highest tiers of competitive play but poorly below those tiers. Much of the perception that she is too powerful seems to be driven by the reaction to dying to long range, charged headshots from her Railgun secondary fire. These changes are aimed at reducing frustrations there, with the biggest change being the reduced critical multiplier for headshots. A fully charged headshot no longer kills a full health 200 hp hero. To help account for this loss of power we're increasing the damage of her primary fire and how quickly her energy charges during her ultimate.
Railgun
Symmetra
Developer comments: The changes to Symmetra's primary fire will make her gameplay faster by enabling her to charge the beam up to dangerous levels more quickly. However, it will also drain to less lethal levels at an increased rate when not damaging a target. We're reverting the adjustments to her ammo management because, while it helped with matchups where there were no barriers, it lost something interesting to its interactions.
Proton Projector
Tracer
Developer comments: We balanced Tracer’s damage in a previous patch due to an undiscovered bug regarding her Pulse Pistol’s falloff damage. The bug is resolved, so we are reverting the damage.
Pulse Pistols
SUPPORT
Ana
Developer comments: Sleep Dart is still one of the most powerful crowd control abilities in 5v5, though with the addition of cleanse mechanics to offer a potential counter to this effect we're more comfortable with reducing the cooldown here to improve Ana's personal survivability.
Sleep Dart
Developer comments: The hit volume adjustment is to help address her arms sometimes blocking headshots in some of her animations. Kiriko feels balanced overall, but her ultimate could feel too frenetic at times. We're reducing both the movement speed and cooldown rate boost it grants so that it's easier to aim during its effect for both allies and enemies, as well as there being fewer abilities being thrown about. The rest of the changes are primarily for quality-of-life improvements to make the abilities feel better to use.
Protection Suzu
Kunai
Swift Step
Mercy
Developer comments: This is a change that will enable Mercy to better defend herself or even go on the offensive at times. In 5v5 these situations occur much more often.
Caduceus Blaster
Busan
Colosseo
Esperança
Gibraltar
Nepal
Rio
Route 66
New Queen Street
Cassidy
Doomfist
D.Va
Junker Queen
Mercy
Moira
Pharah
Soldier 76
Symmetra
Tracer
Winston
Zenyatta